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A new specialist system

PostPosted: Tue Dec 27, 2016 8:27 am
by bleatingsheep39
This won't ever happen, but a new spec system would be nice. This is mine. So at the start, you get a choice between 3 specialists.

Worker: Produces 4 extra drillers per production cycle.

Invader: Destroys 20 drillers when attacking an outpost.

Protector: Increases shield of his home outpost by 10 and all other outposts by 5.

Each of those three branches out into the rest of the specs. So you get three hires, two of which are a continuation of your branch and the third is one of your other options. So after hiring the Invader, you get two of its branch and either the Worker or Protector. Also, you just get specs, so no promotions.
Worker Branch: Diplomat, Princess, IO, Tinkerer, MoE, Tycoon and Hypnotist.
Invader Branch: Elder, Pirate, Lieutenant, General, Infiltrator, War Hero, Assassin, Thief, Navigator, Admiral, Martyr and King.
Protector Branch: Engineer, Sentry, Saboteur, Inspector, Sec Chief, DA, Smuggler and Helmsman.

Any thoughts?

Re: A new specialist system

PostPosted: Tue Dec 27, 2016 8:49 am
by aclonicy
Cool, a hiring tree would work out a lot of issues, one of which being random hires. Np does this with tech trees I believe. Not sure if I'd like it in practice tho

Re: A new specialist system

PostPosted: Tue Dec 27, 2016 8:59 am
by bleatingsheep39
aclonicy wrote:Cool, a hiring tree would work out a lot of issues, one of which being random hires. Np does this with tech trees I believe. Not sure if I'd like it in practice tho


It would be Intresting to trial, but Ron and Noel definitely wouldn't be able to afford a whole new system sadly.